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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Stronghold Strategy Guide
Thread: Stronghold Strategy Guide This thread is 2 pages long: 1 2 · «PREV
Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted July 04, 2008 12:03 PM
Edited by Cleave at 12:13, 04 Jul 2008.

Quote:
First of all I suggested taking Centaur Marauders because of there Melee capability incase they get Confuse cast on. Secondly Tent can cure Confuse. Thirdly even if your units are Slowed/Confused they can actually do something useful, if the Necromancer summons a Phoenix and casts an Arcane Barrier on his most defensive stack + Phantom forces you will have little to no chance to defeat him. A Dark Necromancer can be very easily countered by Basic Shatter Dark + Corrupt dark or Weaken Dark, while a Necromancer with Expert Summoning can already have a great advantage by having a Phoenix on the field. The problem against Necromancer Summoners is that they block Archers / Liches against your Cyclops and Slayers. Your Centaurs die during the first few turns. This forces you to attack a Phoenix which is hardly killable during early game and will Cripple your units badly. I will explain this more detailed in the advanced strategy part that I’m making.

P.S. A necro with Master of Earthblood means game over for you if he comes for a visit on week 2-3.


And a Barbarian with Shatter Summoning will counter your Necromancer's startegy as well.

Fire Trap is nice but if the Necromancer is rushing and raising creatures with Necromancy all that is needed early on is a simple Confusion spell that will make shooters utterly useless (early game the Centaurs are the only threat, it is unlikely that at the beginning of week 2 the Barbarian will have many Chieftains or Executionners).

Anyway, a Necromancer with Summoning won't be able to prevent centaurs from attacking or enemy stacks from retaliating. Phantom Forces will only buy some time, the Phoenix is good but not very fast and a might Barbarian army will take it down with ease. Arcane Armour... Well if you like but I'd rather have Raging Blood.
Mass Slowed and Confused troops on the contrary won't get to do many things and the tent is not going to be able to do much about that either. Attacking with no retaliation is overkill. Not even to mention Frenzy on the Cyclops (ouch) or even PM (if no Shatter Dark). Since Cyclops are unlikely to cross the battlefield before the Necromancer has an occasion to cast Frenzy, they are most likely to crush their allies.

The usefulness of the Phoenix also depends on when the fight takes place. Early game or late game. Necromancers can creep quite well so if there is a Dragon Utopia nearby with the right spells, there is no need to hurry the construction of the Mage Guild (although high level dark spells are quite good).

"Basic Shatter Dark + Corrupt dark or Weaken Dark" Basic won't protect your Cyclops from PM. Frenzy is effective without a very high SP (SP increases the dammage).

Summoning can be handy for a Necromancer but it's nowhere the usefulness of Dark.

Shatter Dark offers some protection but it doesn't prevent some spells from being huge threats for your army (you can't rely on getting the shield that protects from Frenzy in everygame either).

EDIT: your "Picking the right Shatter" is highly debatable. Why shouldn't Haven heroes take Dark? That's just nonsense.

Quote:
Haven takes Light and Summoning. Very rarely does Haven take Dark and even if it does you shouldn’t worry way too much. The worse thing to fear against Haven is strong paladins and Angels so get Shatter Light + Corrupt Light.


Taking Summoning with Haven? That's a joke and not even a good one. You really should consider playing the game a little more.
Such a waste of time.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 04, 2008 12:10 PM

Ever heard of arcane crystal? And no a phoenix cannot be brought down easily week 2-3, there is simply not enough army. The only problem is if the barbarian managed to get a triple flaming ballista.

The other that is fun is firetrap, necros can stand back with archers and liches and the centaurs will eventually fall. Yes ideally I will try to get both early but summoning with the right spells can be a great boost.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted July 04, 2008 12:21 PM

Quote:
Ever heard of arcane crystal? And no a phoenix cannot be brought down easily week 2-3, there is simply not enough army. The only problem is if the barbarian managed to get a triple flaming ballista.

The other that is fun is firetrap, necros can stand back with archers and liches and the centaurs will eventually fall. Yes ideally I will try to get both early but summoning with the right spells can be a great boost.


Nobody said it was easy to bring down a Phoenix early game.

Firetrap is good but it will be less effective in the late game due to the size of the Stronghold army.

Getting both Summoning and Dark is not bad when facing the Orcs (that way you can get the most of the Mage Guild) but Dark is still more useful IMO.

Summon Hive anyone?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 04, 2008 12:23 PM

My apologies, from what you posted I got stuck at early
Quote:
Fire Trap is nice but if the Necromancer is rushing and raising creatures with Necromancy all that is needed early on is a simple Confusion spell that will make shooters utterly useless.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted July 04, 2008 02:27 PM

Quote:
My apologies, from what you posted I got stuck at early
Quote:
Fire Trap is nice but if the Necromancer is rushing and raising creatures with Necromancy all that is needed early on is a simple Confusion spell that will make shooters utterly useless.



Commas can help! I should have bothered about punctuation, the way it is I must confess it's slightly confusing.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 05, 2008 06:47 AM

If you go summons with a necro, that is all well and good.  I am more worried about a frenzy or puppet master if I am playing stronghold then I am a Phoenix.  That is of course because stronghold can take down a phoenix before it acts a lot of the time with tripple flaming balista.  Then your necro hero has just wasted a turn, when he should have been confusing/slowing/frenzy.. or raising.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2008 01:47 AM

I did some reading in the final parts of the thread:

Fortress: Shatter light is better than you give it credit for. So basic makes +12 bonus to +9, it's still quite good. Advanced makes it +6, besides destructive is only scary for armageddon tactics and you can get fire resistance from light. Shatter destructive just makes sure the runemage will not kill your ballista with an implosion instantly

Dungeon: Lol you can't rush dungeon unless you have suicidal tendencies. Build your game rather than throw your chances out of the window. And Kragh's weakening strike is crappy beyond human comprehension, -3 attack meh You also underestimate summoning.

Sylvan: Shatter summoning? Rare, too rare for you to invest on that shatter. Sylvan doesn’t get higher then basic or advanced light for the Haste..? Who tells you that stuff? Also no mention of destructive shatter, it's a very good choice for week 3 games. In fact it's the only logical one for so early.

Inferno: You are mistaken, it's pretty viable to take expert dark and skip flaming arrows. Which a demolord WILL do against orcs. Shatter destruction is not to be considered even with Grawl but shatter dark always is.

Haven takes Light and Summoning. Says who? Normally they take dark vs orcs and they have fallen knight to deal with might over magic. Btw corrupt light does not affect archangels' resurrection but it does block seraphs' DV.

Academy: I don't see why detain magic would not work.. Predictable as some heroes may be it matters little, it's a bad idea to get only 1 school with academy anyway. At least you know you can certainly block one of their cards. And I actually get dark from week 1 if I plan to use it, by end of week 1 I tend to have 2 magic schools probably maxed. And the ballista will be sabotaged, not destroyed

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boozuka
boozuka


Hired Hero
posted August 02, 2016 10:07 PM

I'm goin to play 2v2 lan game with friends, and i was thinking about playing Stronghold. The build i've created looks like this:

Haggash 22lvl:
Attack: Tactic, Battle Frenzy, Stunning Blow
Luck: Soldier's Luck, Magic Resistance, Luck of the Barbarian
Leadership:Recruitment, Aura of Swiftness, Battle Elation
and maxed Blood Rage with all skills taken ofc.

With Tactic and Aura of swiftness my units will get 2 tiles further on first turn, which will let me attack my opponent's army ASAP.

Attack and luck will increase my creatures damage output by a lot.

Also i think that Centaurs (improved by Haggash's ability) + Powerful Blow(improved by Stunning Blow) will work greatly. Also i would like to ask - i've read that Powerful Blow is not adding +3 levels to hero's attack if it's triggered by ranged attack. Does it still have bonus 40% to crit?

Also leave a feedback on my build, i would love to read some advices!
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 02, 2016 11:18 PM
Edited by dredknight at 23:21, 02 Aug 2016.

If you play original tote (no balance mods) just max the blood rage, offense and defense skills the rest doesnt matter. It is so overpowered that you can beat anyone on equal terms even without artifacts equipped.

Go for executioners upgrade. On round one just throw everything forward.
With executioners kill the first stack they can reach and continue onwards.

Actually the only real resistance you can face is by someone with expert dark magic (puppets and frenzies) so make sure you got your resistance up.
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted August 03, 2016 05:53 AM

I think the "Defense" is a core skill for the Stronghold, due to 2x2 cells shooters and a huge weaknesses before 'Blood Rage' will be in enough amount, in addition a many creatures can decrease the Blood Rage amount by it's special attacks...
I saw how easily the Stronghold can be defeated in the 'Heroic' difficulty, ubi-default map, ToTE 3,1,  without a Defense skill.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 03, 2016 07:23 AM

Attack, warmachines, defense, leadership and logistics are simply indispensable. Or enlightenment if you are lucky to get it.
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boozuka
boozuka


Hired Hero
posted August 03, 2016 09:57 AM

I'm glad that i asked you guys I decided to exchange luck with defense. I think i will go for: Vitality, Defend Us All and Evasion/Protection(depends). Also, if i have full, upgraded army, will goblins from Defend Us All join me as upgraded or basic goblins?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 03, 2016 10:06 AM

Upgraded
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